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authorJustin Clark-Casey (justincc)2011-03-21 22:57:20 +0000
committerJustin Clark-Casey (justincc)2011-03-21 22:57:20 +0000
commit060a53b896d338309458861161eb0b9e621d4171 (patch)
treeea2164ed9dcb4b294e008a814c6d1cfc89e96833 /OpenSim
parentrefactor: use EstateDataService property directly instead of loading it into ... (diff)
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On initial opensim setup, don't ask the user whether they want to join an existing opensim estate when there aren't any. Proceed directly to estate setup instead.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs102
1 files changed, 63 insertions, 39 deletions
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index eae3686..81a10e3 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -793,6 +793,25 @@ namespace OpenSim
793 } 793 }
794 794
795 /// <summary> 795 /// <summary>
796 /// Create an estate with an initial region.
797 /// </summary>
798 /// <param name="regInfo"></param>
799 public void CreateEstate(RegionInfo regInfo)
800 {
801 // Create a new estate
802 regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, true);
803
804 regInfo.EstateSettings.EstateName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName);
805
806 // FIXME: Later on, the scene constructor will reload the estate settings no matter what.
807 // Therefore, we need to do an initial save here otherwise the new estate name will be reset
808 // back to the default. The reloading of estate settings by scene could be eliminated if it
809 // knows that the passed in settings in RegionInfo are already valid. Also, it might be
810 // possible to eliminate some additional later saves made by callers of this method.
811 regInfo.EstateSettings.Save();
812 }
813
814 /// <summary>
796 /// Load the estate information for the provided RegionInfo object. 815 /// Load the estate information for the provided RegionInfo object.
797 /// </summary> 816 /// </summary>
798 /// <param name="regInfo"></param> 817 /// <param name="regInfo"></param>
@@ -804,56 +823,61 @@ namespace OpenSim
804 if (regInfo.EstateSettings.EstateID == 0) // No record at all 823 if (regInfo.EstateSettings.EstateID == 0) // No record at all
805 { 824 {
806 MainConsole.Instance.Output("Your region is not part of an estate."); 825 MainConsole.Instance.Output("Your region is not part of an estate.");
826
827 List<EstateSettings> estates = EstateDataService.LoadEstateSettingsAll();
828
807 while (true) 829 while (true)
808 { 830 {
809 string response = MainConsole.Instance.CmdPrompt("Do you wish to join an existing estate?", "no", new List<string>() { "yes", "no" }); 831 if (estates.Count == 0)
810 if (response == "no") 832 {
811 { 833 MainConsole.Instance.Output(
812 // Create a new estate 834 "There aren't any existing estates. You will need to create a new one for this region.");
813 regInfo.EstateSettings = EstateDataService.LoadEstateSettings(regInfo.RegionID, true);
814
815 regInfo.EstateSettings.EstateName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName);
816 835
817 // FIXME: Later on, the scene constructor will reload the estate settings no matter what. 836 CreateEstate(regInfo);
818 // Therefore, we need to do an initial save here otherwise the new estate name will be reset
819 // back to the default. The reloading of estate settings by scene could be eliminated if it
820 // knows that the passed in settings in RegionInfo are already valid. Also, it might be
821 // possible to eliminate some additional later saves made by callers of this method.
822 regInfo.EstateSettings.Save();
823 break; 837 break;
824 } 838 }
825 else 839 else
826 { 840 {
827 List<EstateSettings> estates = EstateDataService.LoadEstateSettingsAll(); 841 string response
828
829 List<string> estateNames = new List<string>();
830 foreach (EstateSettings estate in estates)
831 estateNames.Add(estate.EstateName);
832
833 response
834 = MainConsole.Instance.CmdPrompt( 842 = MainConsole.Instance.CmdPrompt(
835 string.Format( 843 "Do you wish to join an existing estate (yes/no)?", "no", new List<string>() { "yes", "no" });
836 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
837 "None");
838 844
839 if (response == "None") 845 if (response == "no")
840 continue;
841
842 List<int> estateIDs = EstateDataService.GetEstates(response);
843 if (estateIDs.Count < 1)
844 { 846 {
845 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again"); 847 CreateEstate(regInfo);
846 continue;
847 }
848
849 int estateID = estateIDs[0];
850
851 regInfo.EstateSettings = EstateDataService.LoadEstateSettings(estateID);
852
853 if (EstateDataService.LinkRegion(regInfo.RegionID, estateID))
854 break; 848 break;
855 849 }
856 MainConsole.Instance.Output("Joining the estate failed. Please try again."); 850 else
851 {
852 List<string> estateNames = new List<string>();
853 foreach (EstateSettings estate in estates)
854 estateNames.Add(estate.EstateName);
855
856 response
857 = MainConsole.Instance.CmdPrompt(
858 string.Format(
859 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
860 "None");
861
862 if (response == "None")
863 continue;
864
865 List<int> estateIDs = EstateDataService.GetEstates(response);
866 if (estateIDs.Count < 1)
867 {
868 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again");
869 continue;
870 }
871
872 int estateID = estateIDs[0];
873
874 regInfo.EstateSettings = EstateDataService.LoadEstateSettings(estateID);
875
876 if (EstateDataService.LinkRegion(regInfo.RegionID, estateID))
877 break;
878
879 MainConsole.Instance.Output("Joining the estate failed. Please try again.");
880 }
857 } 881 }
858 } 882 }
859 } 883 }